diff options
Diffstat (limited to 'shaders')
| -rw-r--r-- | shaders/bloom1.fragment | 50 | ||||
| -rw-r--r-- | shaders/bloom2.fragment | 58 | ||||
| -rw-r--r-- | shaders/final.fragment | 10 |
3 files changed, 26 insertions, 92 deletions
| diff --git a/shaders/bloom1.fragment b/shaders/bloom1.fragment index cfb2799..0a89ea1 100644 --- a/shaders/bloom1.fragment +++ b/shaders/bloom1.fragment | |||
| @@ -4,51 +4,13 @@ in vec2 UV; | |||
| 4 | 4 | ||
| 5 | out vec3 color; | 5 | out vec3 color; |
| 6 | 6 | ||
| 7 | uniform sampler2D screenTex; | 7 | uniform vec2 offset; |
| 8 | uniform float iGlobalTime; | 8 | uniform sampler2D inTex; |
| 9 | uniform vec2 resolution; | ||
| 10 | |||
| 11 | float nrand(vec2 n) | ||
| 12 | { | ||
| 13 | return fract(sin(dot(n.xy, vec2(19.9898, 78.233))) * 43758.5453); | ||
| 14 | } | ||
| 15 | |||
| 16 | vec2 rot2d(vec2 p, float a) | ||
| 17 | { | ||
| 18 | vec2 sc = vec2(sin(a), cos(a)); | ||
| 19 | return vec2(dot(p, vec2(sc.y, -sc.x)), dot(p, sc.xy)); | ||
| 20 | } | ||
| 21 | 9 | ||
| 22 | void main() | 10 | void main() |
| 23 | { | 11 | { |
| 24 | const int NUM_TAPS = 12; | 12 | color = vec3(0.0); |
| 25 | float max_siz = 15.0; | 13 | color += (5.0/16.0) * texture(inTex, UV - offset).rgb; |
| 26 | 14 | color += (6.0/16.0) * texture(inTex, UV).rgb; | |
| 27 | vec2 fTaps_Poisson[NUM_TAPS]; | 15 | color += (5.0/16.0) * texture(inTex, UV + offset).rgb; |
| 28 | fTaps_Poisson[0] = vec2(-.326, -.406); | ||
| 29 | fTaps_Poisson[1] = vec2(-.840, -.074); | ||
| 30 | fTaps_Poisson[2] = vec2(-.696, .457); | ||
| 31 | fTaps_Poisson[3] = vec2(-.203, .621); | ||
| 32 | fTaps_Poisson[4] = vec2( .962, -.195); | ||
| 33 | fTaps_Poisson[5] = vec2( .473, -.480); | ||
| 34 | fTaps_Poisson[6] = vec2( .519, .767); | ||
| 35 | fTaps_Poisson[7] = vec2( .185, -.893); | ||
| 36 | fTaps_Poisson[8] = vec2( .507, .064); | ||
| 37 | fTaps_Poisson[9] = vec2( .896, .412); | ||
| 38 | fTaps_Poisson[10] = vec2(-.322, -.933); | ||
| 39 | fTaps_Poisson[11] = vec2(-.792, -.598); | ||
| 40 | |||
| 41 | vec4 sum = vec4(0); | ||
| 42 | float rnd = 6.28 * nrand(UV + fract(iGlobalTime)); | ||
| 43 | vec4 basis = vec4(rot2d(vec2(1,0), rnd), rot2d(vec2(0,1), rnd)); | ||
| 44 | for (int i=0; i<NUM_TAPS; i++) | ||
| 45 | { | ||
| 46 | vec2 ofs = fTaps_Poisson[i]; | ||
| 47 | ofs = vec2(dot(ofs, basis.xz), dot(ofs, basis.yw)); | ||
| 48 | |||
| 49 | vec2 texcoord = UV + max_siz * ofs / resolution; | ||
| 50 | sum += texture(screenTex, texcoord, -10.0); | ||
| 51 | } | ||
| 52 | |||
| 53 | color = (sum / vec4(NUM_TAPS)).rgb; | ||
| 54 | } | 16 | } |
| diff --git a/shaders/bloom2.fragment b/shaders/bloom2.fragment index 1d9cac4..eca56ea 100644 --- a/shaders/bloom2.fragment +++ b/shaders/bloom2.fragment | |||
| @@ -4,58 +4,30 @@ in vec2 UV; | |||
| 4 | 4 | ||
| 5 | out vec3 color; | 5 | out vec3 color; |
| 6 | 6 | ||
| 7 | uniform sampler2D screenTex; | 7 | uniform sampler2D clearTex; |
| 8 | uniform sampler2D downsampledTex; | 8 | uniform sampler2D blurTex; |
| 9 | uniform float iGlobalTime; | 9 | uniform float iGlobalTime; |
| 10 | uniform vec2 resolution; | ||
| 11 | 10 | ||
| 12 | float nrand(vec2 n) | 11 | float nrand(vec2 n) |
| 13 | { | 12 | { |
| 14 | return fract(sin(dot(n.xy, vec2(19.9898, 78.233))) * 43758.5453); | 13 | return fract(sin(dot(n.xy, vec2(19.9898, 78.233))) * 43758.5453); |
| 15 | } | 14 | } |
| 16 | 15 | ||
| 17 | vec2 rot2d(vec2 p, float a) | ||
| 18 | { | ||
| 19 | vec2 sc = vec2(sin(a), cos(a)); | ||
| 20 | return vec2(dot(p, vec2(sc.y, -sc.x)), dot(p, sc.xy)); | ||
| 21 | } | ||
| 22 | |||
| 23 | void main() | 16 | void main() |
| 24 | { | 17 | { |
| 25 | const int NUM_TAPS = 12; | 18 | color = vec3(0.0); |
| 26 | float max_siz = 1.0; | 19 | //color += texture(tex2, UV).rgb / 2.0; |
| 27 | 20 | color += texture(blurTex, UV).rgb; | |
| 28 | vec2 fTaps_Poisson[NUM_TAPS]; | 21 | color = max(vec3(0.0), color - 0.25); |
| 29 | fTaps_Poisson[0] = vec2(-.326, -.406); | 22 | //color *= color; |
| 30 | fTaps_Poisson[1] = vec2(-.840, -.074); | ||
| 31 | fTaps_Poisson[2] = vec2(-.696, .457); | ||
| 32 | fTaps_Poisson[3] = vec2(-.203, .621); | ||
| 33 | fTaps_Poisson[4] = vec2( .962, -.195); | ||
| 34 | fTaps_Poisson[5] = vec2( .473, -.480); | ||
| 35 | fTaps_Poisson[6] = vec2( .519, .767); | ||
| 36 | fTaps_Poisson[7] = vec2( .185, -.893); | ||
| 37 | fTaps_Poisson[8] = vec2( .507, .064); | ||
| 38 | fTaps_Poisson[9] = vec2( .896, .412); | ||
| 39 | fTaps_Poisson[10] = vec2(-.322, -.933); | ||
| 40 | fTaps_Poisson[11] = vec2(-.792, -.598); | ||
| 41 | |||
| 42 | vec4 sum = vec4(0); | ||
| 43 | float rnd = 6.28 * nrand(UV + fract(iGlobalTime)); | ||
| 44 | vec4 basis = vec4(rot2d(vec2(1,0), rnd), rot2d(vec2(0,1), rnd)); | ||
| 45 | for (int i=0; i<NUM_TAPS; i++) | ||
| 46 | { | ||
| 47 | vec2 ofs = fTaps_Poisson[i]; | ||
| 48 | ofs = vec2(dot(ofs, basis.xz), dot(ofs, basis.yw)); | ||
| 49 | |||
| 50 | vec2 texcoord = UV + max_siz * ofs / (resolution / vec2(16.0)); | ||
| 51 | sum += texture(downsampledTex, texcoord, -10.0); | ||
| 52 | } | ||
| 53 | 23 | ||
| 54 | vec3 bloom_c = (sum / vec4(NUM_TAPS)).rgb; | 24 | float flicker = 0.5 + nrand(vec2(iGlobalTime)); |
| 55 | bloom_c *= bloom_c; | 25 | //flicker *= (flicker); |
| 56 | //bloom_c = vec3(bloom_c.r*bloom_c.r, bloom_c.g*bloom_c.g, bloom_c.b*bloom_c.b); | 26 | flicker = sqrt(flicker); |
| 57 | //bloom_c = vec3(bloom_c.r*bloom_c.r, bloom_c.g*bloom_c.g, bloom_c.b*bloom_c.b); | 27 | //flicker = pow(flicker, 1.0/8.0); |
| 58 | //bloom_c = max(bloom_c - 0.25, vec3(0,0,0)); | 28 | color *= flicker; |
| 29 | //color *= mix(vec3(0.0), color, flicker); | ||
| 59 | 30 | ||
| 60 | color = texture(screenTex, UV).rgb + bloom_c; | 31 | color += texture(clearTex, UV).rgb; |
| 32 | //color = clamp(color, vec3(0.0), vec3(1.0)); | ||
| 61 | } | 33 | } |
| diff --git a/shaders/final.fragment b/shaders/final.fragment index f9d8995..b6c49a8 100644 --- a/shaders/final.fragment +++ b/shaders/final.fragment | |||
| @@ -12,11 +12,11 @@ uniform sampler2D scanlinestex; | |||
| 12 | 12 | ||
| 13 | const float Tuning_Overscan = 1.08; | 13 | const float Tuning_Overscan = 1.08; |
| 14 | const float Tuning_Dimming = 0.0; | 14 | const float Tuning_Dimming = 0.0; |
| 15 | const float Tuning_Satur = 1.0; | 15 | const float Tuning_Satur = 1.13; |
| 16 | const float Tuning_ReflScalar = 0.3; | 16 | const float Tuning_ReflScalar = 0.3; |
| 17 | const float Tuning_Barrel = 0; //0.12; | 17 | const float Tuning_Barrel = 0;//0.12; |
| 18 | const float Tuning_Scanline_Brightness = 0.45; | 18 | const float Tuning_Scanline_Brightness = 0.45; |
| 19 | const float Tuning_Scanline_Opacity = 0.5; | 19 | const float Tuning_Scanline_Opacity = 0.55; |
| 20 | const float Tuning_Diff_Brightness = 0.75; | 20 | const float Tuning_Diff_Brightness = 0.75; |
| 21 | const float Tuning_Spec_Brightness = 0.35; | 21 | const float Tuning_Spec_Brightness = 0.35; |
| 22 | const float Tuning_Spec_Power = 50.0; | 22 | const float Tuning_Spec_Power = 50.0; |
| @@ -26,7 +26,7 @@ uniform vec2 resolution; | |||
| 26 | 26 | ||
| 27 | vec4 sampleCRT(vec2 uv) | 27 | vec4 sampleCRT(vec2 uv) |
| 28 | { | 28 | { |
| 29 | vec2 CRTMask_Scale = resolution / vec2(6.0, 5.0); | 29 | vec2 CRTMask_Scale = vec2(320.0,200.0) / vec2(2.0, 1.0); |
| 30 | 30 | ||
| 31 | vec2 scanuv = uv * CRTMask_Scale; | 31 | vec2 scanuv = uv * CRTMask_Scale; |
| 32 | vec3 scantex = texture(scanlinestex, scanuv).rgb; | 32 | vec3 scantex = texture(scanlinestex, scanuv).rgb; |
| @@ -61,7 +61,7 @@ void main() | |||
| 61 | spec = pow(spec, Tuning_Spec_Power); | 61 | spec = pow(spec, Tuning_Spec_Power); |
| 62 | vec4 colorspec = vec4(0.25, 0.25, 0.25, 1) * spec * Tuning_Spec_Brightness; | 62 | vec4 colorspec = vec4(0.25, 0.25, 0.25, 1) * spec * Tuning_Spec_Brightness; |
| 63 | 63 | ||
| 64 | float fres = 1.0f - dot(camDir, norm); | 64 | float fres = 1.0 - dot(camDir, norm); |
| 65 | fres = (fres*fres) * Tuning_Fres_Brightness; | 65 | fres = (fres*fres) * Tuning_Fres_Brightness; |
| 66 | vec4 colorfres = vec4(0.45, 0.4, 0.5, 1) * fres; | 66 | vec4 colorfres = vec4(0.45, 0.4, 0.5, 1) * fres; |
| 67 | 67 | ||
